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Fortress

507731885Analyzed
3v3 RM · 12d ago on Sep 19, 2026· 49m 37s· 6 players
Game mode
Random Map
Map size
Large (8 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
🇩🇪 Mongols · Germany
1115
+10
🇳🇱 Inca · Netherlands
1102
+11
🇧🇷 Japanese · Brazil
1090
+11
🇨🇳 Chinese · China
1014
-11
🇨🇳 Mapuche · China
1010
-30
🇨🇳 Huns · China
931
-9
Player eAPM Actions Feudal Castle Imperial Opening
37 1,814 9:08 13:04 37:44 ⛏ Fast Castle
28 1,370 5:56 11:55 32:48 ⛏ Fast Castle
20 975 9:04 16:45 36:43 ⛏ Fast Castle
19 944 6:21 12:56 30:39 ⛏ Fast Castle
16 799 8:46 14:20 29:20 ⛏ Fast Castle
10 508 8:27 13:13 33:48 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
15,750 33,080 19,325 3,000 71,155 77,819
22,605 15,325 11,680 5,560 55,170 74,550
19,525 16,255 10,640 3,320 49,740 70,698
19,750 18,468 7,840 3,405 49,463 74,708
22,270 11,015 5,870 3,100 42,255 55,258
13,180 11,280 9,635 2,350 36,445 41,536
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number. Age times are when the player reached the age (hover for the click that started it). Openings are inferred from early production and building placement, and are omitted when unclear. The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled. Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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